3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however. Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light. This technique is used heavily in many games (Doom3 does not support
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
143 extern void R_Shadow_EditLights_Init(void);
145 typedef enum r_shadow_rendermode_e
147 R_SHADOW_RENDERMODE_NONE,
148 R_SHADOW_RENDERMODE_STENCIL,
149 R_SHADOW_RENDERMODE_STENCILTWOSIDE,
150 R_SHADOW_RENDERMODE_LIGHT_VERTEX,
151 R_SHADOW_RENDERMODE_LIGHT_DOT3,
152 R_SHADOW_RENDERMODE_LIGHT_GLSL,
153 R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
154 R_SHADOW_RENDERMODE_VISIBLELIGHTING,
156 r_shadow_rendermode_t;
158 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
159 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
160 r_shadow_rendermode_t r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_NONE;
162 int maxshadowtriangles;
165 int maxshadowvertices;
166 float *shadowvertex3f;
179 int r_shadow_buffer_numleafpvsbytes;
180 unsigned char *r_shadow_buffer_leafpvs;
181 int *r_shadow_buffer_leaflist;
183 int r_shadow_buffer_numsurfacepvsbytes;
184 unsigned char *r_shadow_buffer_surfacepvs;
185 int *r_shadow_buffer_surfacelist;
187 rtexturepool_t *r_shadow_texturepool;
188 rtexture_t *r_shadow_attenuation2dtexture;
189 rtexture_t *r_shadow_attenuation3dtexture;
191 // lights are reloaded when this changes
192 char r_shadow_mapname[MAX_QPATH];
194 // used only for light filters (cubemaps)
195 rtexturepool_t *r_shadow_filters_texturepool;
197 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
198 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
199 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
200 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
201 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
202 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
203 cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5", "changes attenuation texture generation (does not affect r_glsl lighting)"};
204 cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1", "changes attenuation texture generation (does not affect r_glsl lighting)"};
205 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
206 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1", "use portal culling to exactly determine lit triangles when compiling world lights"};
207 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000", "how far to cast shadows"};
208 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
209 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
210 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal culling optimizations on dynamic lights (slow! you probably don't want this!)"};
211 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"};
212 cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1", "enables shadows from dynamic lights when using full world lighting"};
213 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"};
214 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
215 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
216 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"};
217 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
218 cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
219 cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
220 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_glsl lighting)"};
221 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
222 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
223 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
224 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
225 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
226 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
227 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
229 float r_shadow_attenpower, r_shadow_attenscale;
231 rtlight_t *r_shadow_compilingrtlight;
232 dlight_t *r_shadow_worldlightchain;
233 dlight_t *r_shadow_selectedlight;
234 dlight_t r_shadow_bufferlight;
235 vec3_t r_editlights_cursorlocation;
237 extern int con_vislines;
239 typedef struct cubemapinfo_s
246 #define MAX_CUBEMAPS 256
247 static int numcubemaps;
248 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
250 void R_Shadow_UncompileWorldLights(void);
251 void R_Shadow_ClearWorldLights(void);
252 void R_Shadow_SaveWorldLights(void);
253 void R_Shadow_LoadWorldLights(void);
254 void R_Shadow_LoadLightsFile(void);
255 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
256 void R_Shadow_EditLights_Reload_f(void);
257 void R_Shadow_ValidateCvars(void);
258 static void R_Shadow_MakeTextures(void);
259 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
261 void r_shadow_start(void)
263 // allocate vertex processing arrays
265 r_shadow_attenuation2dtexture = NULL;
266 r_shadow_attenuation3dtexture = NULL;
267 r_shadow_texturepool = NULL;
268 r_shadow_filters_texturepool = NULL;
269 R_Shadow_ValidateCvars();
270 R_Shadow_MakeTextures();
271 maxshadowtriangles = 0;
272 shadowelements = NULL;
273 maxshadowvertices = 0;
274 shadowvertex3f = NULL;
282 shadowmarklist = NULL;
284 r_shadow_buffer_numleafpvsbytes = 0;
285 r_shadow_buffer_leafpvs = NULL;
286 r_shadow_buffer_leaflist = NULL;
287 r_shadow_buffer_numsurfacepvsbytes = 0;
288 r_shadow_buffer_surfacepvs = NULL;
289 r_shadow_buffer_surfacelist = NULL;
292 void r_shadow_shutdown(void)
294 R_Shadow_UncompileWorldLights();
296 r_shadow_attenuation2dtexture = NULL;
297 r_shadow_attenuation3dtexture = NULL;
298 R_FreeTexturePool(&r_shadow_texturepool);
299 R_FreeTexturePool(&r_shadow_filters_texturepool);
300 maxshadowtriangles = 0;
302 Mem_Free(shadowelements);
303 shadowelements = NULL;
305 Mem_Free(shadowvertex3f);
306 shadowvertex3f = NULL;
309 Mem_Free(vertexupdate);
312 Mem_Free(vertexremap);
318 Mem_Free(shadowmark);
321 Mem_Free(shadowmarklist);
322 shadowmarklist = NULL;
324 r_shadow_buffer_numleafpvsbytes = 0;
325 if (r_shadow_buffer_leafpvs)
326 Mem_Free(r_shadow_buffer_leafpvs);
327 r_shadow_buffer_leafpvs = NULL;
328 if (r_shadow_buffer_leaflist)
329 Mem_Free(r_shadow_buffer_leaflist);
330 r_shadow_buffer_leaflist = NULL;
331 r_shadow_buffer_numsurfacepvsbytes = 0;
332 if (r_shadow_buffer_surfacepvs)
333 Mem_Free(r_shadow_buffer_surfacepvs);
334 r_shadow_buffer_surfacepvs = NULL;
335 if (r_shadow_buffer_surfacelist)
336 Mem_Free(r_shadow_buffer_surfacelist);
337 r_shadow_buffer_surfacelist = NULL;
340 void r_shadow_newmap(void)
344 void R_Shadow_Help_f(void)
347 "Documentation on r_shadow system:\n"
349 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
350 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
351 "r_shadow_debuglight : render only this light number (-1 = all)\n"
352 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
353 "r_shadow_gloss2intensity : brightness of forced gloss\n"
354 "r_shadow_glossintensity : brightness of textured gloss\n"
355 "r_shadow_lightattenuationpower : used to generate attenuation texture\n"
356 "r_shadow_lightattenuationscale : used to generate attenuation texture\n"
357 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
358 "r_shadow_portallight : use portal visibility for static light precomputation\n"
359 "r_shadow_projectdistance : shadow volume projection distance\n"
360 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
361 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
362 "r_shadow_realtime_dlight_portalculling : work hard to reduce graphics work\n"
363 "r_shadow_realtime_world : use high quality world lighting mode\n"
364 "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
365 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
366 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
367 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
368 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
369 "r_shadow_scissor : use scissor optimization\n"
370 "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
371 "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
372 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
373 "r_showlighting : useful for performance testing; bright = slow!\n"
374 "r_showshadowvolumes : useful for performance testing; bright = slow!\n"
376 "r_shadow_help : this help\n"
380 void R_Shadow_Init(void)
382 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
383 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
384 Cvar_RegisterVariable(&r_shadow_debuglight);
385 Cvar_RegisterVariable(&r_shadow_gloss);
386 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
387 Cvar_RegisterVariable(&r_shadow_glossintensity);
388 Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
389 Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
390 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
391 Cvar_RegisterVariable(&r_shadow_portallight);
392 Cvar_RegisterVariable(&r_shadow_projectdistance);
393 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
394 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
395 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
396 Cvar_RegisterVariable(&r_shadow_realtime_world);
397 Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
398 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
399 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
400 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
401 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
402 Cvar_RegisterVariable(&r_shadow_scissor);
403 Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
404 Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
405 Cvar_RegisterVariable(&r_shadow_texture3d);
406 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
407 if (gamemode == GAME_TENEBRAE)
409 Cvar_SetValue("r_shadow_gloss", 2);
410 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
412 Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f, "prints documentation on console commands and variables used by realtime lighting and shadowing system");
413 R_Shadow_EditLights_Init();
414 r_shadow_worldlightchain = NULL;
415 maxshadowtriangles = 0;
416 shadowelements = NULL;
417 maxshadowvertices = 0;
418 shadowvertex3f = NULL;
426 shadowmarklist = NULL;
428 r_shadow_buffer_numleafpvsbytes = 0;
429 r_shadow_buffer_leafpvs = NULL;
430 r_shadow_buffer_leaflist = NULL;
431 r_shadow_buffer_numsurfacepvsbytes = 0;
432 r_shadow_buffer_surfacepvs = NULL;
433 r_shadow_buffer_surfacelist = NULL;
434 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
437 matrix4x4_t matrix_attenuationxyz =
440 {0.5, 0.0, 0.0, 0.5},
441 {0.0, 0.5, 0.0, 0.5},
442 {0.0, 0.0, 0.5, 0.5},
447 matrix4x4_t matrix_attenuationz =
450 {0.0, 0.0, 0.5, 0.5},
451 {0.0, 0.0, 0.0, 0.5},
452 {0.0, 0.0, 0.0, 0.5},
457 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles)
459 // make sure shadowelements is big enough for this volume
460 if (maxshadowtriangles < numtriangles)
462 maxshadowtriangles = numtriangles;
464 Mem_Free(shadowelements);
465 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[24]));
467 // make sure shadowvertex3f is big enough for this volume
468 if (maxshadowvertices < numvertices)
470 maxshadowvertices = numvertices;
472 Mem_Free(shadowvertex3f);
473 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[6]));
477 static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
479 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
480 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
481 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
483 if (r_shadow_buffer_leafpvs)
484 Mem_Free(r_shadow_buffer_leafpvs);
485 if (r_shadow_buffer_leaflist)
486 Mem_Free(r_shadow_buffer_leaflist);
487 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
488 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
489 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
491 if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
493 if (r_shadow_buffer_surfacepvs)
494 Mem_Free(r_shadow_buffer_surfacepvs);
495 if (r_shadow_buffer_surfacelist)
496 Mem_Free(r_shadow_buffer_surfacelist);
497 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
498 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
499 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
503 void R_Shadow_PrepareShadowMark(int numtris)
505 // make sure shadowmark is big enough for this volume
506 if (maxshadowmark < numtris)
508 maxshadowmark = numtris;
510 Mem_Free(shadowmark);
512 Mem_Free(shadowmarklist);
513 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
514 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
518 // if shadowmarkcount wrapped we clear the array and adjust accordingly
519 if (shadowmarkcount == 0)
522 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
527 int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
530 int outtriangles = 0, outvertices = 0;
534 if (maxvertexupdate < innumvertices)
536 maxvertexupdate = innumvertices;
538 Mem_Free(vertexupdate);
540 Mem_Free(vertexremap);
541 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
542 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
546 if (vertexupdatenum == 0)
549 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
550 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
553 for (i = 0;i < numshadowmarktris;i++)
554 shadowmark[shadowmarktris[i]] = shadowmarkcount;
556 for (i = 0;i < numshadowmarktris;i++)
558 element = inelement3i + shadowmarktris[i] * 3;
559 // make sure the vertices are created
560 for (j = 0;j < 3;j++)
562 if (vertexupdate[element[j]] != vertexupdatenum)
564 float ratio, direction[3];
565 vertexupdate[element[j]] = vertexupdatenum;
566 vertexremap[element[j]] = outvertices;
567 vertex = invertex3f + element[j] * 3;
568 // project one copy of the vertex to the sphere radius of the light
569 // (FIXME: would projecting it to the light box be better?)
570 VectorSubtract(vertex, projectorigin, direction);
571 ratio = projectdistance / VectorLength(direction);
572 VectorCopy(vertex, outvertex3f);
573 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
580 for (i = 0;i < numshadowmarktris;i++)
582 int remappedelement[3];
584 const int *neighbortriangle;
586 markindex = shadowmarktris[i] * 3;
587 element = inelement3i + markindex;
588 neighbortriangle = inneighbor3i + markindex;
589 // output the front and back triangles
590 outelement3i[0] = vertexremap[element[0]];
591 outelement3i[1] = vertexremap[element[1]];
592 outelement3i[2] = vertexremap[element[2]];
593 outelement3i[3] = vertexremap[element[2]] + 1;
594 outelement3i[4] = vertexremap[element[1]] + 1;
595 outelement3i[5] = vertexremap[element[0]] + 1;
599 // output the sides (facing outward from this triangle)
600 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
602 remappedelement[0] = vertexremap[element[0]];
603 remappedelement[1] = vertexremap[element[1]];
604 outelement3i[0] = remappedelement[1];
605 outelement3i[1] = remappedelement[0];
606 outelement3i[2] = remappedelement[0] + 1;
607 outelement3i[3] = remappedelement[1];
608 outelement3i[4] = remappedelement[0] + 1;
609 outelement3i[5] = remappedelement[1] + 1;
614 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
616 remappedelement[1] = vertexremap[element[1]];
617 remappedelement[2] = vertexremap[element[2]];
618 outelement3i[0] = remappedelement[2];
619 outelement3i[1] = remappedelement[1];
620 outelement3i[2] = remappedelement[1] + 1;
621 outelement3i[3] = remappedelement[2];
622 outelement3i[4] = remappedelement[1] + 1;
623 outelement3i[5] = remappedelement[2] + 1;
628 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
630 remappedelement[0] = vertexremap[element[0]];
631 remappedelement[2] = vertexremap[element[2]];
632 outelement3i[0] = remappedelement[0];
633 outelement3i[1] = remappedelement[2];
634 outelement3i[2] = remappedelement[2] + 1;
635 outelement3i[3] = remappedelement[0];
636 outelement3i[4] = remappedelement[2] + 1;
637 outelement3i[5] = remappedelement[0] + 1;
644 *outnumvertices = outvertices;
648 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris)
651 if (projectdistance < 0.1)
653 Con_Printf("R_Shadow_Volume: projectdistance %f\n");
656 if (!numverts || !nummarktris)
658 // make sure shadowelements is big enough for this volume
659 if (maxshadowtriangles < nummarktris || maxshadowvertices < numverts)
660 R_Shadow_ResizeShadowArrays((numverts + 255) & ~255, (nummarktris + 255) & ~255);
661 tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdistance, nummarktris, marktris);
662 renderstats.lights_dynamicshadowtriangles += tris;
663 R_Shadow_RenderVolume(outverts, tris, shadowvertex3f, shadowelements);
666 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
671 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
673 tend = firsttriangle + numtris;
674 if (surfacemins[0] >= lightmins[0] && surfacemaxs[0] <= lightmaxs[0]
675 && surfacemins[1] >= lightmins[1] && surfacemaxs[1] <= lightmaxs[1]
676 && surfacemins[2] >= lightmins[2] && surfacemaxs[2] <= lightmaxs[2])
678 // surface box entirely inside light box, no box cull
679 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
680 if (PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
681 shadowmarklist[numshadowmark++] = t;
685 // surface box not entirely inside light box, cull each triangle
686 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
688 v[0] = invertex3f + e[0] * 3;
689 v[1] = invertex3f + e[1] * 3;
690 v[2] = invertex3f + e[2] * 3;
691 if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
692 && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
693 && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
694 && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
695 && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
696 && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
697 && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
698 shadowmarklist[numshadowmark++] = t;
703 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
705 if (r_shadow_compilingrtlight)
707 // if we're compiling an rtlight, capture the mesh
708 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
711 renderstats.lights_shadowtriangles += numtriangles;
713 R_Mesh_VertexPointer(vertex3f);
714 GL_LockArrays(0, numvertices);
715 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
717 // decrement stencil if backface is behind depthbuffer
718 qglCullFace(GL_BACK);CHECKGLERROR // quake is backwards, this culls front faces
719 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
720 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
721 // increment stencil if frontface is behind depthbuffer
722 qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces
723 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
725 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
730 static void R_Shadow_MakeTextures(void)
733 float v[3], intensity;
735 R_FreeTexturePool(&r_shadow_texturepool);
736 r_shadow_texturepool = R_AllocTexturePool();
737 r_shadow_attenpower = r_shadow_lightattenuationpower.value;
738 r_shadow_attenscale = r_shadow_lightattenuationscale.value;
739 #define ATTEN2DSIZE 64
740 #define ATTEN3DSIZE 32
741 data = (unsigned char *)Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
742 for (y = 0;y < ATTEN2DSIZE;y++)
744 for (x = 0;x < ATTEN2DSIZE;x++)
746 v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
747 v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
749 intensity = 1.0f - sqrt(DotProduct(v, v));
751 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
752 d = (int)bound(0, intensity, 255);
753 data[(y*ATTEN2DSIZE+x)*4+0] = d;
754 data[(y*ATTEN2DSIZE+x)*4+1] = d;
755 data[(y*ATTEN2DSIZE+x)*4+2] = d;
756 data[(y*ATTEN2DSIZE+x)*4+3] = d;
759 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
760 if (r_shadow_texture3d.integer)
762 for (z = 0;z < ATTEN3DSIZE;z++)
764 for (y = 0;y < ATTEN3DSIZE;y++)
766 for (x = 0;x < ATTEN3DSIZE;x++)
768 v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
769 v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
770 v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
771 intensity = 1.0f - sqrt(DotProduct(v, v));
773 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
774 d = (int)bound(0, intensity, 255);
775 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
776 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
777 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
778 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
782 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
787 void R_Shadow_ValidateCvars(void)
789 if (r_shadow_texture3d.integer && !gl_texture3d)
790 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
791 if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
792 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
795 // light currently being rendered
796 rtlight_t *r_shadow_rtlight;
798 // this is the location of the eye in entity space
799 vec3_t r_shadow_entityeyeorigin;
800 // this is the location of the light in entity space
801 vec3_t r_shadow_entitylightorigin;
802 // this transforms entity coordinates to light filter cubemap coordinates
803 // (also often used for other purposes)
804 matrix4x4_t r_shadow_entitytolight;
805 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
806 // of attenuation texturing in full 3D (Z result often ignored)
807 matrix4x4_t r_shadow_entitytoattenuationxyz;
808 // this transforms only the Z to S, and T is always 0.5
809 matrix4x4_t r_shadow_entitytoattenuationz;
811 void R_Shadow_RenderMode_Begin(void)
813 R_Shadow_ValidateCvars();
815 if (!r_shadow_attenuation2dtexture
816 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
817 || r_shadow_lightattenuationpower.value != r_shadow_attenpower
818 || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
819 R_Shadow_MakeTextures();
822 R_Mesh_ColorPointer(NULL);
823 R_Mesh_ResetTextureState();
824 GL_BlendFunc(GL_ONE, GL_ZERO);
827 GL_Color(0, 0, 0, 1);
828 qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces
829 qglEnable(GL_CULL_FACE);CHECKGLERROR
830 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
832 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
834 if (gl_ext_stenciltwoside.integer)
835 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCILTWOSIDE;
837 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL;
839 if (r_glsl.integer && gl_support_fragment_shader)
840 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
841 else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
842 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_DOT3;
844 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
847 void R_Shadow_RenderMode_ActiveLight(rtlight_t *rtlight)
849 r_shadow_rtlight = rtlight;
852 void R_Shadow_RenderMode_Reset(void)
855 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
857 qglUseProgramObjectARB(0);CHECKGLERROR
859 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
861 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
863 R_Mesh_ColorPointer(NULL);
864 R_Mesh_ResetTextureState();
867 void R_Shadow_RenderMode_StencilShadowVolumes(void)
870 R_Shadow_RenderMode_Reset();
871 GL_Color(1, 1, 1, 1);
872 GL_ColorMask(0, 0, 0, 0);
873 GL_BlendFunc(GL_ONE, GL_ZERO);
876 qglPolygonOffset(r_shadowpolygonfactor, r_shadowpolygonoffset);CHECKGLERROR
877 qglDepthFunc(GL_LESS);CHECKGLERROR
878 qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces
879 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
880 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
881 r_shadow_rendermode = r_shadow_shadowingrendermode;
882 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
884 qglDisable(GL_CULL_FACE);CHECKGLERROR
885 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
886 qglActiveStencilFaceEXT(GL_BACK);CHECKGLERROR // quake is backwards, this is front faces
887 qglStencilMask(~0);CHECKGLERROR
888 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
889 qglActiveStencilFaceEXT(GL_FRONT);CHECKGLERROR // quake is backwards, this is back faces
890 qglStencilMask(~0);CHECKGLERROR
891 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
895 qglEnable(GL_CULL_FACE);CHECKGLERROR
896 qglStencilMask(~0);CHECKGLERROR
897 // this is changed by every shadow render so its value here is unimportant
898 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
900 GL_Clear(GL_STENCIL_BUFFER_BIT);
901 renderstats.lights_clears++;
904 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent)
907 R_Shadow_RenderMode_Reset();
908 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
911 qglPolygonOffset(r_polygonfactor, r_polygonoffset);CHECKGLERROR
912 //qglDisable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
913 GL_Color(1, 1, 1, 1);
914 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
917 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
921 qglDepthFunc(GL_EQUAL);CHECKGLERROR
923 qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces
924 qglEnable(GL_CULL_FACE);CHECKGLERROR
927 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
931 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
933 qglStencilMask(~0);CHECKGLERROR
934 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
935 // only draw light where this geometry was already rendered AND the
936 // stencil is 128 (values other than this mean shadow)
937 qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
938 r_shadow_rendermode = r_shadow_lightingrendermode;
939 // do global setup needed for the chosen lighting mode
940 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
942 R_Mesh_TexBind(0, R_GetTexture(r_texture_blanknormalmap)); // normal
943 R_Mesh_TexBind(1, R_GetTexture(r_texture_white)); // diffuse
944 R_Mesh_TexBind(2, R_GetTexture(r_texture_white)); // gloss
945 R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap)); // light filter
946 R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation)); // fog
947 R_Mesh_TexBind(5, R_GetTexture(r_texture_white)); // pants
948 R_Mesh_TexBind(6, R_GetTexture(r_texture_white)); // shirt
949 R_Mesh_TexBind(7, R_GetTexture(r_texture_white)); // lightmap
950 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); // deluxemap
951 R_Mesh_TexBind(9, R_GetTexture(r_texture_black)); // glow
952 //R_Mesh_TexMatrix(3, r_shadow_entitytolight); // light filter matrix
953 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
954 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
959 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
962 R_Shadow_RenderMode_Reset();
963 GL_BlendFunc(GL_ONE, GL_ONE);
965 GL_DepthTest(!r_showdisabledepthtest.integer);
966 qglPolygonOffset(r_polygonfactor, r_polygonoffset);CHECKGLERROR
967 GL_Color(0.0, 0.0125, 0.1, 1);
968 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
969 qglDepthFunc(GL_GEQUAL);CHECKGLERROR
970 qglCullFace(GL_FRONT);CHECKGLERROR // this culls back
971 qglDisable(GL_CULL_FACE);CHECKGLERROR
972 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
973 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
976 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
979 R_Shadow_RenderMode_Reset();
980 GL_BlendFunc(GL_ONE, GL_ONE);
982 GL_DepthTest(!r_showdisabledepthtest.integer);
983 qglPolygonOffset(r_polygonfactor, r_polygonoffset);CHECKGLERROR
984 GL_Color(0.1, 0.0125, 0, 1);
985 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
988 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
992 qglDepthFunc(GL_EQUAL);CHECKGLERROR
994 qglCullFace(GL_FRONT);CHECKGLERROR // this culls back
995 qglEnable(GL_CULL_FACE);CHECKGLERROR
998 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1002 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1004 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
1007 void R_Shadow_RenderMode_End(void)
1010 R_Shadow_RenderMode_Reset();
1011 R_Shadow_RenderMode_ActiveLight(NULL);
1012 GL_BlendFunc(GL_ONE, GL_ZERO);
1015 qglPolygonOffset(r_polygonfactor, r_polygonoffset);CHECKGLERROR
1016 //qglDisable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
1017 GL_Color(1, 1, 1, 1);
1018 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1019 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1020 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1021 qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces
1022 qglEnable(GL_CULL_FACE);CHECKGLERROR
1023 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1024 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
1025 if (gl_support_stenciltwoside)
1027 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1029 qglStencilMask(~0);CHECKGLERROR
1030 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
1031 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1034 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
1036 int i, ix1, iy1, ix2, iy2;
1037 float x1, y1, x2, y2;
1040 mplane_t planes[11];
1041 float vertex3f[256*3];
1043 // if view is inside the light box, just say yes it's visible
1044 if (BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
1046 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1050 // create a temporary brush describing the area the light can affect in worldspace
1051 VectorNegate(frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -frustum[0].dist;
1052 VectorNegate(frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -frustum[1].dist;
1053 VectorNegate(frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -frustum[2].dist;
1054 VectorNegate(frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -frustum[3].dist;
1055 VectorNegate(frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -frustum[4].dist;
1056 VectorSet (planes[ 5].normal, 1, 0, 0); planes[ 5].dist = maxs[0];
1057 VectorSet (planes[ 6].normal, -1, 0, 0); planes[ 6].dist = -mins[0];
1058 VectorSet (planes[ 7].normal, 0, 1, 0); planes[ 7].dist = maxs[1];
1059 VectorSet (planes[ 8].normal, 0, -1, 0); planes[ 8].dist = -mins[1];
1060 VectorSet (planes[ 9].normal, 0, 0, 1); planes[ 9].dist = maxs[2];
1061 VectorSet (planes[10].normal, 0, 0, -1); planes[10].dist = -mins[2];
1063 // turn the brush into a mesh
1064 memset(&mesh, 0, sizeof(rmesh_t));
1065 mesh.maxvertices = 256;
1066 mesh.vertex3f = vertex3f;
1067 mesh.epsilon2 = (1.0f / (32.0f * 32.0f));
1068 R_Mesh_AddBrushMeshFromPlanes(&mesh, 11, planes);
1070 // if that mesh is empty, the light is not visible at all
1071 if (!mesh.numvertices)
1074 if (!r_shadow_scissor.integer)
1077 // if that mesh is not empty, check what area of the screen it covers
1078 x1 = y1 = x2 = y2 = 0;
1080 for (i = 0;i < mesh.numvertices;i++)
1082 VectorCopy(mesh.vertex3f + i * 3, v);
1083 GL_TransformToScreen(v, v2);
1084 //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
1087 if (x1 > v2[0]) x1 = v2[0];
1088 if (x2 < v2[0]) x2 = v2[0];
1089 if (y1 > v2[1]) y1 = v2[1];
1090 if (y2 < v2[1]) y2 = v2[1];
1099 // now convert the scissor rectangle to integer screen coordinates
1100 ix1 = (int)(x1 - 1.0f);
1101 iy1 = (int)(y1 - 1.0f);
1102 ix2 = (int)(x2 + 1.0f);
1103 iy2 = (int)(y2 + 1.0f);
1104 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1106 // clamp it to the screen
1107 if (ix1 < r_view_x) ix1 = r_view_x;
1108 if (iy1 < r_view_y) iy1 = r_view_y;
1109 if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width;
1110 if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height;
1112 // if it is inside out, it's not visible
1113 if (ix2 <= ix1 || iy2 <= iy1)
1116 // the light area is visible, set up the scissor rectangle
1117 GL_Scissor(ix1, vid.height - iy2, ix2 - ix1, iy2 - iy1);
1118 //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);CHECKGLERROR
1119 //qglEnable(GL_SCISSOR_TEST);CHECKGLERROR
1120 renderstats.lights_scissored++;
1124 static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor)
1126 int numverts = surface->num_vertices;
1127 float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1128 float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1129 float *color4f = rsurface_array_color4f + 4 * surface->num_firstvertex;
1130 float dist, dot, distintensity, shadeintensity, v[3], n[3];
1131 if (r_textureunits.integer >= 3)
1133 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1135 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1136 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1137 if ((dot = DotProduct(n, v)) < 0)
1139 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1140 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]);
1141 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]);
1142 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]);
1145 float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1146 VectorScale(color4f, f, color4f);
1150 VectorClear(color4f);
1154 else if (r_textureunits.integer >= 2)
1156 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1158 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1159 if ((dist = fabs(v[2])) < 1)
1161 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1162 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1163 if ((dot = DotProduct(n, v)) < 0)
1165 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1166 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
1167 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
1168 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
1172 color4f[0] = ambientcolor[0] * distintensity;
1173 color4f[1] = ambientcolor[1] * distintensity;
1174 color4f[2] = ambientcolor[2] * distintensity;
1178 float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1179 VectorScale(color4f, f, color4f);
1183 VectorClear(color4f);
1189 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1191 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1192 if ((dist = DotProduct(v, v)) < 1)
1195 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1196 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1197 if ((dot = DotProduct(n, v)) < 0)
1199 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1200 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
1201 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
1202 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
1206 color4f[0] = ambientcolor[0] * distintensity;
1207 color4f[1] = ambientcolor[1] * distintensity;
1208 color4f[2] = ambientcolor[2] * distintensity;
1212 float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1213 VectorScale(color4f, f, color4f);
1217 VectorClear(color4f);
1223 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
1225 static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin)
1229 for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1231 VectorSubtract(relativelightorigin, vertex3f, lightdir);
1232 // the cubemap normalizes this for us
1233 out3f[0] = DotProduct(svector3f, lightdir);
1234 out3f[1] = DotProduct(tvector3f, lightdir);
1235 out3f[2] = DotProduct(normal3f, lightdir);
1239 static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin)
1242 float lightdir[3], eyedir[3], halfdir[3];
1243 for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1245 VectorSubtract(relativelightorigin, vertex3f, lightdir);
1246 VectorNormalize(lightdir);
1247 VectorSubtract(relativeeyeorigin, vertex3f, eyedir);
1248 VectorNormalize(eyedir);
1249 VectorAdd(lightdir, eyedir, halfdir);
1250 // the cubemap normalizes this for us
1251 out3f[0] = DotProduct(svector3f, halfdir);
1252 out3f[1] = DotProduct(tvector3f, halfdir);
1253 out3f[2] = DotProduct(normal3f, halfdir);
1257 static void R_Shadow_RenderSurfacesLighting_VisibleLighting(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
1259 // used to display how many times a surface is lit for level design purposes
1260 int surfacelistindex;
1261 GL_Color(0.1, 0.025, 0, 1);
1262 R_Mesh_ColorPointer(NULL);
1263 R_Mesh_ResetTextureState();
1264 RSurf_PrepareVerticesForBatch(false, false, numsurfaces, surfacelist);
1265 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1267 const msurface_t *surface = surfacelist[surfacelistindex];
1268 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1269 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
1271 GL_LockArrays(0, 0);
1274 static void R_Shadow_RenderSurfacesLighting_Light_GLSL(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
1276 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
1277 int surfacelistindex;
1278 RSurf_PrepareVerticesForBatch(true, true, numsurfaces, surfacelist);
1279 R_SetupSurfaceShader(lightcolorbase, false);
1280 R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f);
1281 R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
1282 R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
1283 R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
1284 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1286 qglDepthFunc(GL_EQUAL);CHECKGLERROR
1288 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1290 const msurface_t *surface = surfacelist[surfacelistindex];
1291 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1292 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3);
1294 GL_LockArrays(0, 0);
1295 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1297 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1301 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
1306 const int *elements = rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3;
1308 // colorscale accounts for how much we multiply the brightness
1311 // mult is how many times the final pass of the lighting will be
1312 // performed to get more brightness than otherwise possible.
1314 // Limit mult to 64 for sanity sake.
1315 if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
1317 // 3 3D combine path (Geforce3, Radeon 8500)
1318 memset(&m, 0, sizeof(m));
1319 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1320 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1321 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1322 m.tex[1] = R_GetTexture(basetexture);
1323 m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
1324 m.texmatrix[1] = rsurface_texture->currenttexmatrix;
1325 m.texcubemap[2] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1326 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1327 m.texmatrix[2] = r_shadow_entitytolight;
1328 GL_BlendFunc(GL_ONE, GL_ONE);
1330 else if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
1332 // 2 3D combine path (Geforce3, original Radeon)
1333 memset(&m, 0, sizeof(m));
1334 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1335 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1336 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1337 m.tex[1] = R_GetTexture(basetexture);
1338 m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
1339 m.texmatrix[1] = rsurface_texture->currenttexmatrix;
1340 GL_BlendFunc(GL_ONE, GL_ONE);
1342 else if (r_textureunits.integer >= 4 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1344 // 4 2D combine path (Geforce3, Radeon 8500)
1345 memset(&m, 0, sizeof(m));
1346 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1347 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1348 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1349 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1350 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1351 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1352 m.tex[2] = R_GetTexture(basetexture);
1353 m.pointer_texcoord[2] = rsurface_model->surfmesh.data_texcoordtexture2f;
1354 m.texmatrix[2] = rsurface_texture->currenttexmatrix;
1355 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1357 m.texcubemap[3] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1358 m.pointer_texcoord3f[3] = rsurface_vertex3f;
1359 m.texmatrix[3] = r_shadow_entitytolight;
1361 GL_BlendFunc(GL_ONE, GL_ONE);
1363 else if (r_textureunits.integer >= 3 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
1365 // 3 2D combine path (Geforce3, original Radeon)
1366 memset(&m, 0, sizeof(m));
1367 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1368 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1369 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1370 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1371 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1372 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1373 m.tex[2] = R_GetTexture(basetexture);
1374 m.pointer_texcoord[2] = rsurface_model->surfmesh.data_texcoordtexture2f;
1375 m.texmatrix[2] = rsurface_texture->currenttexmatrix;
1376 GL_BlendFunc(GL_ONE, GL_ONE);
1380 // 2/2/2 2D combine path (any dot3 card)
1381 memset(&m, 0, sizeof(m));
1382 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1383 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1384 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1385 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1386 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1387 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1388 R_Mesh_TextureState(&m);
1389 GL_ColorMask(0,0,0,1);
1390 GL_BlendFunc(GL_ONE, GL_ZERO);
1391 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1392 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1393 GL_LockArrays(0, 0);
1395 memset(&m, 0, sizeof(m));
1396 m.tex[0] = R_GetTexture(basetexture);
1397 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1398 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1399 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1401 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1402 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1403 m.texmatrix[1] = r_shadow_entitytolight;
1405 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1407 // this final code is shared
1408 R_Mesh_TextureState(&m);
1409 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1410 VectorScale(lightcolorbase, colorscale, color2);
1411 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1412 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1414 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
1415 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1417 GL_LockArrays(0, 0);
1420 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
1425 const int *elements = rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3;
1427 // colorscale accounts for how much we multiply the brightness
1430 // mult is how many times the final pass of the lighting will be
1431 // performed to get more brightness than otherwise possible.
1433 // Limit mult to 64 for sanity sake.
1434 if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1436 // 3/2 3D combine path (Geforce3, Radeon 8500)
1437 memset(&m, 0, sizeof(m));
1438 m.tex[0] = R_GetTexture(normalmaptexture);
1439 m.texcombinergb[0] = GL_REPLACE;
1440 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1441 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1442 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1443 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1444 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1445 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1446 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1447 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1448 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1449 R_Mesh_TextureState(&m);
1450 GL_ColorMask(0,0,0,1);
1451 GL_BlendFunc(GL_ONE, GL_ZERO);
1452 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1453 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1454 GL_LockArrays(0, 0);
1456 memset(&m, 0, sizeof(m));
1457 m.tex[0] = R_GetTexture(basetexture);
1458 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1459 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1460 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1462 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1463 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1464 m.texmatrix[1] = r_shadow_entitytolight;
1466 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1468 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1470 // 1/2/2 3D combine path (original Radeon)
1471 memset(&m, 0, sizeof(m));
1472 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1473 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1474 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1475 R_Mesh_TextureState(&m);
1476 GL_ColorMask(0,0,0,1);
1477 GL_BlendFunc(GL_ONE, GL_ZERO);
1478 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1479 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1480 GL_LockArrays(0, 0);
1482 memset(&m, 0, sizeof(m));
1483 m.tex[0] = R_GetTexture(normalmaptexture);
1484 m.texcombinergb[0] = GL_REPLACE;
1485 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1486 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1487 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1488 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1489 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1490 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1491 R_Mesh_TextureState(&m);
1492 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1493 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1494 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1495 GL_LockArrays(0, 0);
1497 memset(&m, 0, sizeof(m));
1498 m.tex[0] = R_GetTexture(basetexture);
1499 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1500 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1501 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1503 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1504 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1505 m.texmatrix[1] = r_shadow_entitytolight;
1507 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1509 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
1511 // 2/2 3D combine path (original Radeon)
1512 memset(&m, 0, sizeof(m));
1513 m.tex[0] = R_GetTexture(normalmaptexture);
1514 m.texcombinergb[0] = GL_REPLACE;
1515 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1516 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1517 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1518 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1519 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1520 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1521 R_Mesh_TextureState(&m);
1522 GL_ColorMask(0,0,0,1);
1523 GL_BlendFunc(GL_ONE, GL_ZERO);
1524 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1525 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1526 GL_LockArrays(0, 0);
1528 memset(&m, 0, sizeof(m));
1529 m.tex[0] = R_GetTexture(basetexture);
1530 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1531 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1532 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
1533 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1534 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
1535 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1537 else if (r_textureunits.integer >= 4)
1539 // 4/2 2D combine path (Geforce3, Radeon 8500)
1540 memset(&m, 0, sizeof(m));
1541 m.tex[0] = R_GetTexture(normalmaptexture);
1542 m.texcombinergb[0] = GL_REPLACE;
1543 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1544 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1545 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1546 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1547 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1548 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1549 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
1550 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1551 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1552 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
1553 m.pointer_texcoord3f[3] = rsurface_vertex3f;
1554 m.texmatrix[3] = r_shadow_entitytoattenuationz;
1555 R_Mesh_TextureState(&m);
1556 GL_ColorMask(0,0,0,1);
1557 GL_BlendFunc(GL_ONE, GL_ZERO);
1558 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1559 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1560 GL_LockArrays(0, 0);
1562 memset(&m, 0, sizeof(m));
1563 m.tex[0] = R_GetTexture(basetexture);
1564 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1565 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1566 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1568 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1569 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1570 m.texmatrix[1] = r_shadow_entitytolight;
1572 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1576 // 2/2/2 2D combine path (any dot3 card)
1577 memset(&m, 0, sizeof(m));
1578 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1579 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1580 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1581 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1582 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1583 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1584 R_Mesh_TextureState(&m);
1585 GL_ColorMask(0,0,0,1);
1586 GL_BlendFunc(GL_ONE, GL_ZERO);
1587 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1588 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1589 GL_LockArrays(0, 0);
1591 memset(&m, 0, sizeof(m));
1592 m.tex[0] = R_GetTexture(normalmaptexture);
1593 m.texcombinergb[0] = GL_REPLACE;
1594 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1595 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1596 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1597 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1598 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1599 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1600 R_Mesh_TextureState(&m);
1601 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1602 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1603 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1604 GL_LockArrays(0, 0);
1606 memset(&m, 0, sizeof(m));
1607 m.tex[0] = R_GetTexture(basetexture);
1608 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1609 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1610 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1612 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1613 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1614 m.texmatrix[1] = r_shadow_entitytolight;
1616 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1618 // this final code is shared
1619 R_Mesh_TextureState(&m);
1620 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1621 VectorScale(lightcolorbase, colorscale, color2);
1622 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1623 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1625 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
1626 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1628 GL_LockArrays(0, 0);
1631 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
1636 const int *elements = rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3;
1637 // FIXME: detect blendsquare!
1638 //if (!gl_support_blendsquare)
1641 if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
1643 // 2/0/0/1/2 3D combine blendsquare path
1644 memset(&m, 0, sizeof(m));
1645 m.tex[0] = R_GetTexture(normalmaptexture);
1646 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1647 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1648 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1649 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1650 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1651 R_Shadow_GenTexCoords_Specular_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
1652 R_Mesh_TextureState(&m);
1653 GL_ColorMask(0,0,0,1);
1654 // this squares the result
1655 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1656 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1657 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1658 GL_LockArrays(0, 0);
1660 R_Mesh_ResetTextureState();
1661 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1662 // square alpha in framebuffer a few times to make it shiny
1663 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
1664 // these comments are a test run through this math for intensity 0.5
1665 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
1666 // 0.25 * 0.25 = 0.0625 (this is another pass)
1667 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
1668 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1669 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1670 GL_LockArrays(0, 0);
1672 memset(&m, 0, sizeof(m));
1673 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1674 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1675 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1676 R_Mesh_TextureState(&m);
1677 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1678 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1679 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1680 GL_LockArrays(0, 0);
1682 memset(&m, 0, sizeof(m));
1683 m.tex[0] = R_GetTexture(glosstexture);
1684 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1685 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1686 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1688 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1689 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1690 m.texmatrix[1] = r_shadow_entitytolight;
1692 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1694 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
1696 // 2/0/0/2 3D combine blendsquare path
1697 memset(&m, 0, sizeof(m));
1698 m.tex[0] = R_GetTexture(normalmaptexture);
1699 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1700 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1701 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1702 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1703 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1704 R_Shadow_GenTexCoords_Specular_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
1705 R_Mesh_TextureState(&m);
1706 GL_ColorMask(0,0,0,1);
1707 // this squares the result
1708 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1709 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1710 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1711 GL_LockArrays(0, 0);
1713 R_Mesh_ResetTextureState();
1714 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1715 // square alpha in framebuffer a few times to make it shiny
1716 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
1717 // these comments are a test run through this math for intensity 0.5
1718 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
1719 // 0.25 * 0.25 = 0.0625 (this is another pass)
1720 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
1721 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1722 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1723 GL_LockArrays(0, 0);
1725 memset(&m, 0, sizeof(m));
1726 m.tex[0] = R_GetTexture(glosstexture);
1727 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1728 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1729 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
1730 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1731 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
1732 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1736 // 2/0/0/2/2 2D combine blendsquare path
1737 memset(&m, 0, sizeof(m));
1738 m.tex[0] = R_GetTexture(normalmaptexture);
1739 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1740 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1741 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1742 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1743 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1744 R_Shadow_GenTexCoords_Specular_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
1745 R_Mesh_TextureState(&m);
1746 GL_ColorMask(0,0,0,1);
1747 // this squares the result
1748 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1749 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1750 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1751 GL_LockArrays(0, 0);
1753 R_Mesh_ResetTextureState();
1754 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1755 // square alpha in framebuffer a few times to make it shiny
1756 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
1757 // these comments are a test run through this math for intensity 0.5
1758 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
1759 // 0.25 * 0.25 = 0.0625 (this is another pass)
1760 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
1761 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1762 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1763 GL_LockArrays(0, 0);
1765 memset(&m, 0, sizeof(m));
1766 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1767 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1768 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1769 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1770 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1771 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1772 R_Mesh_TextureState(&m);
1773 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1774 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1775 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1776 GL_LockArrays(0, 0);
1778 memset(&m, 0, sizeof(m));
1779 m.tex[0] = R_GetTexture(glosstexture);
1780 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1781 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1782 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1784 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1785 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1786 m.texmatrix[1] = r_shadow_entitytolight;
1788 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1790 R_Mesh_TextureState(&m);
1791 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1792 VectorScale(lightcolorbase, colorscale, color2);
1793 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1794 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1796 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
1797 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1799 GL_LockArrays(0, 0);
1802 static void R_Shadow_RenderSurfacesLighting_Light_Dot3(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
1804 // ARB path (any Geforce, any Radeon)
1805 int surfacelistindex;
1806 qboolean doambient = r_shadow_rtlight->ambientscale > 0;
1807 qboolean dodiffuse = r_shadow_rtlight->diffusescale > 0;
1808 qboolean dospecular = specularscale > 0;
1809 if (!doambient && !dodiffuse && !dospecular)
1811 RSurf_PrepareVerticesForBatch(true, true, numsurfaces, surfacelist);
1812 R_Mesh_ColorPointer(NULL);
1813 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1815 const msurface_t *surface = surfacelist[surfacelistindex];
1817 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(surface, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale);
1819 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(surface, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale);
1823 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(surface, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale);
1825 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(surface, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale);
1830 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(surface, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale);
1832 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(surface, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale);
1835 R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(surface, lightcolorbase, glosstexture, normalmaptexture, specularscale);
1839 void R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(const model_t *model, const msurface_t *surface, vec3_t diffusecolor2, vec3_t ambientcolor2)
1842 const int *elements = rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3;
1843 R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(surface, diffusecolor2, ambientcolor2);
1844 for (renders = 0;renders < 64 && (ambientcolor2[0] > renders || ambientcolor2[1] > renders || ambientcolor2[2] > renders || diffusecolor2[0] > renders || diffusecolor2[1] > renders || diffusecolor2[2] > renders);renders++)
1849 // due to low fillrate on the cards this vertex lighting path is
1850 // designed for, we manually cull all triangles that do not
1851 // contain a lit vertex
1854 int newnumtriangles;
1856 int newelements[3072];
1858 newnumtriangles = 0;
1860 for (i = 0, e = elements;i < surface->num_triangles;i++, e += 3)
1862 if (newnumtriangles >= 1024)
1864 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1865 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
1866 GL_LockArrays(0, 0);
1867 newnumtriangles = 0;
1870 if (VectorLength2(rsurface_array_color4f + e[0] * 4) + VectorLength2(rsurface_array_color4f + e[1] * 4) + VectorLength2(rsurface_array_color4f + e[2] * 4) >= 0.01)
1880 if (newnumtriangles >= 1)
1882 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1883 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
1884 GL_LockArrays(0, 0);
1890 for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
1891 if (VectorLength2(c))
1895 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1896 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1897 GL_LockArrays(0, 0);
1899 // now reduce the intensity for the next overbright pass
1900 for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
1902 c[0] = max(0, c[0] - 1);
1903 c[1] = max(0, c[1] - 1);
1904 c[2] = max(0, c[2] - 1);
1909 static void R_Shadow_RenderSurfacesLighting_Light_Vertex(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
1911 int surfacelistindex;
1912 model_t *model = rsurface_entity->model;
1913 float ambientcolorbase[3], diffusecolorbase[3];
1914 float ambientcolorpants[3], diffusecolorpants[3];
1915 float ambientcolorshirt[3], diffusecolorshirt[3];
1917 VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale * 2, ambientcolorbase);
1918 VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale * 2, diffusecolorbase);
1919 VectorScale(lightcolorpants, r_shadow_rtlight->ambientscale * 2, ambientcolorpants);
1920 VectorScale(lightcolorpants, r_shadow_rtlight->diffusescale * 2, diffusecolorpants);
1921 VectorScale(lightcolorshirt, r_shadow_rtlight->ambientscale * 2, ambientcolorshirt);
1922 VectorScale(lightcolorshirt, r_shadow_rtlight->diffusescale * 2, diffusecolorshirt);
1923 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1924 R_Mesh_ColorPointer(rsurface_array_color4f);
1925 memset(&m, 0, sizeof(m));
1926 m.tex[0] = R_GetTexture(basetexture);
1927 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1928 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1929 if (r_textureunits.integer >= 2)
1932 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1933 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
1934 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1935 if (r_textureunits.integer >= 3)
1937 // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
1938 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
1939 m.texmatrix[2] = r_shadow_entitytoattenuationz;
1940 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1943 R_Mesh_TextureState(&m);
1944 RSurf_PrepareVerticesForBatch(true, false, numsurfaces, surfacelist);
1945 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1947 const msurface_t *surface = surfacelist[surfacelistindex];
1948 // OpenGL 1.1 path (anything)
1949 R_Mesh_TexBind(0, R_GetTexture(basetexture));
1950 R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, surface, diffusecolorbase, ambientcolorbase);
1953 R_Mesh_TexBind(0, R_GetTexture(pantstexture));
1954 R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, surface, diffusecolorpants, ambientcolorpants);
1958 R_Mesh_TexBind(0, R_GetTexture(shirttexture));
1959 R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, surface, diffusecolorshirt, ambientcolorshirt);
1964 void R_Shadow_RenderSurfacesLighting(int numsurfaces, msurface_t **surfacelist)
1966 // FIXME: support MATERIALFLAG_NODEPTHTEST
1967 vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
1968 // calculate colors to render this texture with
1969 lightcolorbase[0] = r_shadow_rtlight->currentcolor[0] * rsurface_entity->colormod[0] * rsurface_texture->currentalpha;
1970 lightcolorbase[1] = r_shadow_rtlight->currentcolor[1] * rsurface_entity->colormod[1] * rsurface_texture->currentalpha;
1971 lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * rsurface_entity->colormod[2] * rsurface_texture->currentalpha;
1972 if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + (r_shadow_rtlight->specularscale * rsurface_texture->specularscale) * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
1974 if ((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE))
1976 qglDisable(GL_CULL_FACE);CHECKGLERROR
1980 qglEnable(GL_CULL_FACE);CHECKGLERROR
1982 if (rsurface_texture->colormapping)
1984 qboolean dopants = rsurface_texture->skin.pants != NULL && VectorLength2(rsurface_entity->colormap_pantscolor) >= (1.0f / 1048576.0f);
1985 qboolean doshirt = rsurface_texture->skin.shirt != NULL && VectorLength2(rsurface_entity->colormap_shirtcolor) >= (1.0f / 1048576.0f);
1988 lightcolorpants[0] = lightcolorbase[0] * rsurface_entity->colormap_pantscolor[0];
1989 lightcolorpants[1] = lightcolorbase[1] * rsurface_entity->colormap_pantscolor[1];
1990 lightcolorpants[2] = lightcolorbase[2] * rsurface_entity->colormap_pantscolor[2];
1993 VectorClear(lightcolorpants);
1996 lightcolorshirt[0] = lightcolorbase[0] * rsurface_entity->colormap_shirtcolor[0];
1997 lightcolorshirt[1] = lightcolorbase[1] * rsurface_entity->colormap_shirtcolor[1];
1998 lightcolorshirt[2] = lightcolorbase[2] * rsurface_entity->colormap_shirtcolor[2];
2001 VectorClear(lightcolorshirt);
2002 switch (r_shadow_rendermode)
2004 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2005 R_Shadow_RenderSurfacesLighting_VisibleLighting(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->skin.pants, rsurface_texture->skin.shirt, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
2007 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2008 R_Shadow_RenderSurfacesLighting_Light_GLSL(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->skin.pants, rsurface_texture->skin.shirt, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
2010 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2011 R_Shadow_RenderSurfacesLighting_Light_Dot3(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->skin.pants, rsurface_texture->skin.shirt, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
2013 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2014 R_Shadow_RenderSurfacesLighting_Light_Vertex(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->skin.pants, rsurface_texture->skin.shirt, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
2017 Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2023 switch (r_shadow_rendermode)
2025 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2026 R_Shadow_RenderSurfacesLighting_VisibleLighting(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
2028 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2029 R_Shadow_RenderSurfacesLighting_Light_GLSL(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
2031 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2032 R_Shadow_RenderSurfacesLighting_Light_Dot3(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
2034 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2035 R_Shadow_RenderSurfacesLighting_Light_Vertex(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
2038 Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2044 void R_RTLight_Update(dlight_t *light, int isstatic)
2048 rtlight_t *rtlight = &light->rtlight;
2049 R_RTLight_Uncompile(rtlight);
2050 memset(rtlight, 0, sizeof(*rtlight));
2052 VectorCopy(light->origin, rtlight->shadoworigin);
2053 VectorCopy(light->color, rtlight->color);
2054 rtlight->radius = light->radius;
2055 //rtlight->cullradius = rtlight->radius;
2056 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2057 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2058 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2059 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2060 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2061 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2062 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2063 rtlight->cubemapname[0] = 0;
2064 if (light->cubemapname[0])
2065 strcpy(rtlight->cubemapname, light->cubemapname);
2066 else if (light->cubemapnum > 0)
2067 sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum);
2068 rtlight->shadow = light->shadow;
2069 rtlight->corona = light->corona;
2070 rtlight->style = light->style;
2071 rtlight->isstatic = isstatic;
2072 rtlight->coronasizescale = light->coronasizescale;
2073 rtlight->ambientscale = light->ambientscale;
2074 rtlight->diffusescale = light->diffusescale;
2075 rtlight->specularscale = light->specularscale;
2076 rtlight->flags = light->flags;
2077 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
2078 // ConcatScale won't work here because this needs to scale rotate and
2079 // translate, not just rotate
2080 scale = 1.0f / rtlight->radius;
2081 for (k = 0;k < 3;k++)
2082 for (j = 0;j < 4;j++)
2083 rtlight->matrix_worldtolight.m[k][j] *= scale;
2086 // compiles rtlight geometry
2087 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2088 void R_RTLight_Compile(rtlight_t *rtlight)
2090 int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
2091 entity_render_t *ent = r_refdef.worldentity;
2092 model_t *model = r_refdef.worldmodel;
2093 unsigned char *data;
2095 // compile the light
2096 rtlight->compiled = true;
2097 rtlight->static_numleafs = 0;
2098 rtlight->static_numleafpvsbytes = 0;
2099 rtlight->static_leaflist = NULL;
2100 rtlight->static_leafpvs = NULL;
2101 rtlight->static_numsurfaces = 0;
2102 rtlight->static_surfacelist = NULL;
2103 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2104 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2105 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2106 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2107 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2108 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2110 if (model && model->GetLightInfo)
2112 // this variable must be set for the CompileShadowVolume code
2113 r_shadow_compilingrtlight = rtlight;
2114 R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
2115 model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
2116 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2117 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
2118 rtlight->static_numleafs = numleafs;
2119 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2120 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
2121 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
2122 rtlight->static_numsurfaces = numsurfaces;
2123 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
2125 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2126 if (numleafpvsbytes)
2127 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2129 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2130 if (model->CompileShadowVolume && rtlight->shadow)
2131 model->CompileShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2132 // now we're done compiling the rtlight
2133 r_shadow_compilingrtlight = NULL;
2137 // use smallest available cullradius - box radius or light radius
2138 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2139 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2143 if (rtlight->static_meshchain_shadow)
2146 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2149 shadowtris += mesh->numtriangles;
2153 if (developer.integer >= 10)
2154 Con_Printf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes);
2157 void R_RTLight_Uncompile(rtlight_t *rtlight)
2159 if (rtlight->compiled)
2161 if (rtlight->static_meshchain_shadow)
2162 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
2163 rtlight->static_meshchain_shadow = NULL;
2164 // these allocations are grouped
2165 if (rtlight->static_leaflist)
2166 Mem_Free(rtlight->static_leaflist);
2167 rtlight->static_numleafs = 0;
2168 rtlight->static_numleafpvsbytes = 0;
2169 rtlight->static_leaflist = NULL;
2170 rtlight->static_leafpvs = NULL;
2171 rtlight->static_numsurfaces = 0;
2172 rtlight->static_surfacelist = NULL;
2173 rtlight->compiled = false;
2177 void R_Shadow_UncompileWorldLights(void)
2180 for (light = r_shadow_worldlightchain;light;light = light->next)
2181 R_RTLight_Uncompile(&light->rtlight);
2184 void R_Shadow_DrawEntityShadow(entity_render_t *ent, int numsurfaces, int *surfacelist)
2186 model_t *model = ent->model;
2187 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
2188 vec_t relativeshadowradius;
2189 if (ent == r_refdef.worldentity)
2191 if (r_shadow_rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
2194 R_Mesh_Matrix(&ent->matrix);
2196 for (mesh = r_shadow_rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2198 renderstats.lights_shadowtriangles += mesh->numtriangles;
2199 R_Mesh_VertexPointer(mesh->vertex3f);
2200 GL_LockArrays(0, mesh->numverts);
2201 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
2203 // decrement stencil if backface is behind depthbuffer
2204 qglCullFace(GL_BACK);CHECKGLERROR // quake is backwards, this culls front faces
2205 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
2206 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2207 // increment stencil if frontface is behind depthbuffer
2208 qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces
2209 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
2211 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2212 GL_LockArrays(0, 0);
2216 else if (numsurfaces)
2218 R_Mesh_Matrix(&ent->matrix);
2219 model->DrawShadowVolume(ent, r_shadow_rtlight->shadoworigin, r_shadow_rtlight->radius, numsurfaces, surfacelist, r_shadow_rtlight->cullmins, r_shadow_rtlight->cullmaxs);
2224 Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, relativeshadoworigin);
2225 relativeshadowradius = r_shadow_rtlight->radius / ent->scale;
2226 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
2227 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
2228 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
2229 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
2230 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
2231 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
2232 R_Mesh_Matrix(&ent->matrix);
2233 model->DrawShadowVolume(ent, relativeshadoworigin, relativeshadowradius, model->nummodelsurfaces, model->surfacelist, relativeshadowmins, relativeshadowmaxs);
2237 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
2239 // set up properties for rendering light onto this entity
2240 RSurf_ActiveEntity(ent);
2241 Matrix4x4_Concat(&r_shadow_entitytolight, &r_shadow_rtlight->matrix_worldtolight, &ent->matrix);
2242 Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
2243 Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
2244 Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, r_shadow_entitylightorigin);
2245 VectorCopy(rsurface_modelorg, r_shadow_entityeyeorigin);
2246 if (r_shadow_lightingrendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2247 R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
2250 void R_Shadow_DrawEntityLight(entity_render_t *ent, int numsurfaces, int *surfacelist)
2252 model_t *model = ent->model;
2253 if (!model->DrawLight)
2255 R_Shadow_SetupEntityLight(ent);
2256 if (ent == r_refdef.worldentity)
2257 model->DrawLight(ent, numsurfaces, surfacelist);
2259 model->DrawLight(ent, model->nummodelsurfaces, model->surfacelist);
2262 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
2266 int numleafs, numsurfaces;
2267 int *leaflist, *surfacelist;
2268 unsigned char *leafpvs;
2269 int numlightentities;
2270 int numshadowentities;
2271 entity_render_t *lightentities[MAX_EDICTS];
2272 entity_render_t *shadowentities[MAX_EDICTS];
2274 // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
2275 // skip lights that are basically invisible (color 0 0 0)
2276 if (VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f))
2279 // loading is done before visibility checks because loading should happen
2280 // all at once at the start of a level, not when it stalls gameplay.
2281 // (especially important to benchmarks)
2283 if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
2284 R_RTLight_Compile(rtlight);
2286 rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
2288 // look up the light style value at this time
2289 f = (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
2290 VectorScale(rtlight->color, f, rtlight->currentcolor);
2292 if (rtlight->selected)
2294 f = 2 + sin(realtime * M_PI * 4.0);
2295 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
2299 // if lightstyle is currently off, don't draw the light
2300 if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
2303 // if the light box is offscreen, skip it
2304 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2307 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
2309 // compiled light, world available and can receive realtime lighting
2310 // retrieve leaf information
2311 numleafs = rtlight->static_numleafs;
2312 leaflist = rtlight->static_leaflist;
2313 leafpvs = rtlight->static_leafpvs;
2314 numsurfaces = rtlight->static_numsurfaces;
2315 surfacelist = rtlight->static_surfacelist;
2317 else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
2319 // dynamic light, world available and can receive realtime lighting
2320 // calculate lit surfaces and leafs
2321 R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces);
2322 r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
2323 leaflist = r_shadow_buffer_leaflist;
2324 leafpvs = r_shadow_buffer_leafpvs;
2325 surfacelist = r_shadow_buffer_surfacelist;
2326 // if the reduced leaf bounds are offscreen, skip it
2327 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2339 // check if light is illuminating any visible leafs
2342 for (i = 0;i < numleafs;i++)
2343 if (r_worldleafvisible[leaflist[i]])
2348 // set up a scissor rectangle for this light
2349 if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs))
2352 // make a list of lit entities and shadow casting entities
2353 numlightentities = 0;
2354 numshadowentities = 0;
2355 // don't count the world unless some surfaces are actually lit
2358 lightentities[numlightentities++] = r_refdef.worldentity;
2359 shadowentities[numshadowentities++] = r_refdef.worldentity;
2361 // add dynamic entities that are lit by the light
2362 if (r_drawentities.integer)
2364 for (i = 0;i < r_refdef.numentities;i++)
2367 entity_render_t *ent = r_refdef.entities[i];
2368 if (BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs)
2369 && (model = ent->model)
2370 && !(ent->flags & RENDER_TRANSPARENT)
2371 && (r_refdef.worldmodel == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs)))
2373 // about the VectorDistance2 - light emitting entities should not cast their own shadow
2374 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(ent->origin, rtlight->shadoworigin) > 0.1)
2375 shadowentities[numshadowentities++] = ent;
2376 if (ent->visframe == r_framecount && (ent->flags & RENDER_LIGHT) && model->DrawLight)
2377 lightentities[numlightentities++] = ent;
2382 // return if there's nothing at all to light
2383 if (!numlightentities)
2386 // don't let sound skip if going slow
2387 if (r_refdef.extraupdate)
2390 // make this the active rtlight for rendering purposes
2391 R_Shadow_RenderMode_ActiveLight(rtlight);
2392 // count this light in the r_speeds
2393 renderstats.lights++;
2396 if (numshadowentities && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
2398 // draw stencil shadow volumes to mask off pixels that are in shadow
2399 // so that they won't receive lighting
2403 R_Shadow_RenderMode_StencilShadowVolumes();
2404 for (i = 0;i < numshadowentities;i++)
2405 R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
2408 // optionally draw visible shape of the shadow volumes
2409 // for performance analysis by level designers
2410 if (r_showshadowvolumes.integer)
2412 R_Shadow_RenderMode_VisibleShadowVolumes();
2413 for (i = 0;i < numshadowentities;i++)
2414 R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
2418 if (numlightentities)
2420 // draw lighting in the unmasked areas
2421 R_Shadow_RenderMode_Lighting(usestencil, false);
2422 for (i = 0;i < numlightentities;i++)
2423 R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
2425 // optionally draw the illuminated areas
2426 // for performance analysis by level designers
2427 if (r_showlighting.integer)
2429 R_Shadow_RenderMode_VisibleLighting(usestencil && !r_showdisabledepthtest.integer, false);
2430 for (i = 0;i < numlightentities;i++)
2431 R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
2436 void R_ShadowVolumeLighting(qboolean visible)
2441 if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
2442 R_Shadow_EditLights_Reload_f();
2444 R_Shadow_RenderMode_Begin();
2446 flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
2447 if (r_shadow_debuglight.integer >= 0)
2449 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2450 if (lnum == r_shadow_debuglight.integer && (light->flags & flag))
2451 R_DrawRTLight(&light->rtlight, visible);
2454 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2455 if (light->flags & flag)
2456 R_DrawRTLight(&light->rtlight, visible);
2458 for (lnum = 0;lnum < r_refdef.numlights;lnum++)
2459 R_DrawRTLight(&r_refdef.lights[lnum]->rtlight, visible);
2461 R_Shadow_RenderMode_End();
2464 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2465 typedef struct suffixinfo_s
2468 qboolean flipx, flipy, flipdiagonal;
2471 static suffixinfo_t suffix[3][6] =
2474 {"px", false, false, false},
2475 {"nx", false, false, false},
2476 {"py", false, false, false},
2477 {"ny", false, false, false},
2478 {"pz", false, false, false},
2479 {"nz", false, false, false}
2482 {"posx", false, false, false},
2483 {"negx", false, false, false},
2484 {"posy", false, false, false},
2485 {"negy", false, false, false},
2486 {"posz", false, false, false},
2487 {"negz", false, false, false}
2490 {"rt", true, false, true},
2491 {"lf", false, true, true},
2492 {"ft", true, true, false},
2493 {"bk", false, false, false},
2494 {"up", true, false, true},
2495 {"dn", true, false, true}
2499 static int componentorder[4] = {0, 1, 2, 3};
2501 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
2503 int i, j, cubemapsize;
2504 unsigned char *cubemappixels, *image_rgba;
2505 rtexture_t *cubemaptexture;
2507 // must start 0 so the first loadimagepixels has no requested width/height
2509 cubemappixels = NULL;
2510 cubemaptexture = NULL;
2511 // keep trying different suffix groups (posx, px, rt) until one loads
2512 for (j = 0;j < 3 && !cubemappixels;j++)
2514 // load the 6 images in the suffix group
2515 for (i = 0;i < 6;i++)
2517 // generate an image name based on the base and and suffix
2518 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2520 if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
2522 // an image loaded, make sure width and height are equal
2523 if (image_width == image_height)
2525 // if this is the first image to load successfully, allocate the cubemap memory
2526 if (!cubemappixels && image_width >= 1)
2528 cubemapsize = image_width;
2529 // note this clears to black, so unavailable sides are black
2530 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2532 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2534 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_rgba, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
2537 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2539 Mem_Free(image_rgba);
2543 // if a cubemap loaded, upload it
2546 if (!r_shadow_filters_texturepool)
2547 r_shadow_filters_texturepool = R_AllocTexturePool();
2548 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
2549 Mem_Free(cubemappixels);
2553 Con_Printf("Failed to load Cubemap \"%s\", tried ", basename);
2554 for (j = 0;j < 3;j++)
2555 for (i = 0;i < 6;i++)
2556 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
2557 Con_Print(" and was unable to find any of them.\n");
2559 return cubemaptexture;
2562 rtexture_t *R_Shadow_Cubemap(const char *basename)
2565 for (i = 0;i < numcubemaps;i++)
2566 if (!strcasecmp(cubemaps[i].basename, basename))
2567 return cubemaps[i].texture;
2568 if (i >= MAX_CUBEMAPS)
2569 return r_texture_whitecube;
2571 strcpy(cubemaps[i].basename, basename);
2572 cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
2573 if (!cubemaps[i].texture)
2574 cubemaps[i].texture = r_texture_whitecube;
2575 return cubemaps[i].texture;
2578 void R_Shadow_FreeCubemaps(void)
2581 R_FreeTexturePool(&r_shadow_filters_texturepool);
2584 dlight_t *R_Shadow_NewWorldLight(void)
2587 light = (dlight_t *)Mem_Alloc(r_main_mempool, sizeof(dlight_t));
2588 light->next = r_shadow_worldlightchain;
2589 r_shadow_worldlightchain = light;
2593 void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
2595 VectorCopy(origin, light->origin);
2596 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
2597 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
2598 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
2599 light->color[0] = max(color[0], 0);
2600 light->color[1] = max(color[1], 0);
2601 light->color[2] = max(color[2], 0);
2602 light->radius = max(radius, 0);
2603 light->style = style;
2604 if (light->style < 0 || light->style >= MAX_LIGHTSTYLES)
2606 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
2609 light->shadow = shadowenable;
2610 light->corona = corona;
2613 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
2614 light->coronasizescale = coronasizescale;
2615 light->ambientscale = ambientscale;
2616 light->diffusescale = diffusescale;
2617 light->specularscale = specularscale;
2618 light->flags = flags;
2619 Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1);
2621 R_RTLight_Update(light, true);
2624 void R_Shadow_FreeWorldLight(dlight_t *light)
2626 dlight_t **lightpointer;
2627 R_RTLight_Uncompile(&light->rtlight);
2628 for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
2629 if (*lightpointer != light)
2630 Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain");
2631 *lightpointer = light->next;
2635 void R_Shadow_ClearWorldLights(void)
2637 while (r_shadow_worldlightchain)
2638 R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
2639 r_shadow_selectedlight = NULL;
2640 R_Shadow_FreeCubemaps();
2643 void R_Shadow_SelectLight(dlight_t *light)
2645 if (r_shadow_selectedlight)
2646 r_shadow_selectedlight->selected = false;
2647 r_shadow_selectedlight = light;
2648 if (r_shadow_selectedlight)
2649 r_shadow_selectedlight->selected = true;
2652 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2654 // this is never batched (there can be only one)
2655 float scale = r_editlights_cursorgrid.value * 0.5f;
2656 R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[1]->tex, NULL, false, r_editlights_cursorlocation, r_viewright, r_viewup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
2659 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2661 // this is never batched (due to the ent parameter changing every time)
2662 // so numsurfaces == 1 and surfacelist[0] == lightnumber
2664 const dlight_t *light = (dlight_t *)ent;
2666 if (light->selected)
2667 intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
2670 R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[surfacelist[0]]->tex, NULL, false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
2673 void R_Shadow_DrawLightSprites(void)
2678 for (i = 0, light = r_shadow_worldlightchain;light;i++, light = light->next)
2679 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 1+(i % 5), &light->rtlight);
2680 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
2683 void R_Shadow_SelectLightInView(void)
2685 float bestrating, rating, temp[3];
2686 dlight_t *best, *light;
2689 for (light = r_shadow_worldlightchain;light;light = light->next)
2691 VectorSubtract(light->origin, r_vieworigin, temp);
2692 rating = (DotProduct(temp, r_viewforward) / sqrt(DotProduct(temp, temp)));
2695 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
2696 if (bestrating < rating && CL_TraceBox(light->origin, vec3_origin, vec3_origin, r_vieworigin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 1.0f)
2698 bestrating = rating;
2703 R_Shadow_SelectLight(best);
2706 void R_Shadow_LoadWorldLights(void)
2708 int n, a, style, shadow, flags;
2709 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
2710 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
2711 if (r_refdef.worldmodel == NULL)
2713 Con_Print("No map loaded.\n");
2716 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
2717 strlcat (name, ".rtlights", sizeof (name));
2718 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
2728 for (;COM_Parse(t, true) && strcmp(
2729 if (COM_Parse(t, true))
2731 if (com_token[0] == '!')
2734 origin[0] = atof(com_token+1);
2737 origin[0] = atof(com_token);
2742 while (*s && *s != '\n' && *s != '\r')
2748 // check for modifier flags
2755 a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
2758 flags = LIGHTFLAG_REALTIMEMODE;
2766 coronasizescale = 0.25f;
2768 VectorClear(angles);
2771 if (a < 9 || !strcmp(cubemapname, "\"\""))
2773 // remove quotes on cubemapname
2774 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
2776 cubemapname[strlen(cubemapname)-1] = 0;
2777 strcpy(cubemapname, cubemapname + 1);
2781 Con_Printf("found %d parameters on line %i, should be 8 or more parameters (origin[0] origin[1] origin[2] radius color[0] color[1] color[2] style \"cubemapname\" corona angles[0] angles[1] angles[2] coronasizescale ambientscale diffusescale specularscale flags)\n", a, n + 1);
2784 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
2792 Con_Printf("invalid rtlights file \"%s\"\n", name);
2793 Mem_Free(lightsstring);
2797 void R_Shadow_SaveWorldLights(void)
2800 size_t bufchars, bufmaxchars;
2802 char name[MAX_QPATH];
2803 char line[MAX_INPUTLINE];
2804 if (!r_shadow_worldlightchain)
2806 if (r_refdef.worldmodel == NULL)
2808 Con_Print("No map loaded.\n");
2811 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
2812 strlcat (name, ".rtlights", sizeof (name));
2813 bufchars = bufmaxchars = 0;
2815 for (light = r_shadow_worldlightchain;light;light = light->next)
2817 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
2818 sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
2819 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
2820 sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
2822 sprintf(line, "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style);
2823 if (bufchars + strlen(line) > bufmaxchars)
2825 bufmaxchars = bufchars + strlen(line) + 2048;
2827 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
2831 memcpy(buf, oldbuf, bufchars);
2837 memcpy(buf + bufchars, line, strlen(line));
2838 bufchars += strlen(line);
2842 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
2847 void R_Shadow_LoadLightsFile(void)
2850 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
2851 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
2852 if (r_refdef.worldmodel == NULL)
2854 Con_Print("No map loaded.\n");
2857 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
2858 strlcat (name, ".lights", sizeof (name));
2859 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
2867 while (*s && *s != '\n' && *s != '\r')
2873 a = sscanf(t, "%f %f %f %f %f %f %f %f %f %f %f %f %f %d", &origin[0], &origin[1], &origin[2], &falloff, &color[0], &color[1], &color[2], &subtract, &spotdir[0], &spotdir[1], &spotdir[2], &spotcone, &distbias, &style);
2877 Con_Printf("invalid lights file, found %d parameters on line %i, should be 14 parameters (origin[0] origin[1] origin[2] falloff light[0] light[1] light[2] subtract spotdir[0] spotdir[1] spotdir[2] spotcone distancebias style)\n", a, n + 1);
2880 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
2881 radius = bound(15, radius, 4096);
2882 VectorScale(color, (2.0f / (8388608.0f)), color);
2883 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
2891 Con_Printf("invalid lights file \"%s\"\n", name);
2892 Mem_Free(lightsstring);
2896 // tyrlite/hmap2 light types in the delay field
2897 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
2899 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
2901 int entnum, style, islight, skin, pflags, effects, type, n;
2904 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
2905 char key[256], value[MAX_INPUTLINE];
2907 if (r_refdef.worldmodel == NULL)
2909 Con_Print("No map loaded.\n");
2912 // try to load a .ent file first
2913 FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key));
2914 strlcat (key, ".ent", sizeof (key));
2915 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
2916 // and if that is not found, fall back to the bsp file entity string
2918 data = r_refdef.worldmodel->brush.entities;
2921 for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++)
2923 type = LIGHTTYPE_MINUSX;
2924 origin[0] = origin[1] = origin[2] = 0;
2925 originhack[0] = originhack[1] = originhack[2] = 0;
2926 angles[0] = angles[1] = angles[2] = 0;
2927 color[0] = color[1] = color[2] = 1;
2928 light[0] = light[1] = light[2] = 1;light[3] = 300;
2929 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
2939 if (!COM_ParseToken(&data, false))
2941 if (com_token[0] == '}')
2942 break; // end of entity
2943 if (com_token[0] == '_')
2944 strcpy(key, com_token + 1);
2946 strcpy(key, com_token);
2947 while (key[strlen(key)-1] == ' ') // remove trailing spaces
2948 key[strlen(key)-1] = 0;
2949 if (!COM_ParseToken(&data, false))
2951 strcpy(value, com_token);
2953 // now that we have the key pair worked out...
2954 if (!strcmp("light", key))
2956 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
2960 light[0] = vec[0] * (1.0f / 256.0f);
2961 light[1] = vec[0] * (1.0f / 256.0f);
2962 light[2] = vec[0] * (1.0f / 256.0f);
2968 light[0] = vec[0] * (1.0f / 255.0f);
2969 light[1] = vec[1] * (1.0f / 255.0f);
2970 light[2] = vec[2] * (1.0f / 255.0f);
2974 else if (!strcmp("delay", key))
2976 else if (!strcmp("origin", key))
2977 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
2978 else if (!strcmp("angle", key))
2979 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
2980 else if (!strcmp("angles", key))
2981 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
2982 else if (!strcmp("color", key))
2983 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
2984 else if (!strcmp("wait", key))
2985 fadescale = atof(value);
2986 else if (!strcmp("classname", key))
2988 if (!strncmp(value, "light", 5))
2991 if (!strcmp(value, "light_fluoro"))
2996 overridecolor[0] = 1;
2997 overridecolor[1] = 1;
2998 overridecolor[2] = 1;
3000 if (!strcmp(value, "light_fluorospark"))
3005 overridecolor[0] = 1;
3006 overridecolor[1] = 1;
3007 overridecolor[2] = 1;
3009 if (!strcmp(value, "light_globe"))
3014 overridecolor[0] = 1;
3015 overridecolor[1] = 0.8;
3016 overridecolor[2] = 0.4;
3018 if (!strcmp(value, "light_flame_large_yellow"))
3023 overridecolor[0] = 1;
3024 overridecolor[1] = 0.5;
3025 overridecolor[2] = 0.1;
3027 if (!strcmp(value, "light_flame_small_yellow"))
3032 overridecolor[0] = 1;
3033 overridecolor[1] = 0.5;
3034 overridecolor[2] = 0.1;
3036 if (!strcmp(value, "light_torch_small_white"))
3041 overridecolor[0] = 1;
3042 overridecolor[1] = 0.5;
3043 overridecolor[2] = 0.1;
3045 if (!strcmp(value, "light_torch_small_walltorch"))
3050 overridecolor[0] = 1;
3051 overridecolor[1] = 0.5;
3052 overridecolor[2] = 0.1;
3056 else if (!strcmp("style", key))
3057 style = atoi(value);
3058 else if (!strcmp("skin", key))
3059 skin = (int)atof(value);
3060 else if (!strcmp("pflags", key))
3061 pflags = (int)atof(value);
3062 else if (!strcmp("effects", key))
3063 effects = (int)atof(value);
3064 else if (r_refdef.worldmodel->type == mod_brushq3)
3066 if (!strcmp("scale", key))
3067 lightscale = atof(value);
3068 if (!strcmp("fade", key))
3069 fadescale = atof(value);
3074 if (lightscale <= 0)
3078 if (color[0] == color[1] && color[0] == color[2])
3080 color[0] *= overridecolor[0];
3081 color[1] *= overridecolor[1];
3082 color[2] *= overridecolor[2];
3084 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
3085 color[0] = color[0] * light[0];
3086 color[1] = color[1] * light[1];
3087 color[2] = color[2] * light[2];
3090 case LIGHTTYPE_MINUSX:
3092 case LIGHTTYPE_RECIPX:
3094 VectorScale(color, (1.0f / 16.0f), color);
3096 case LIGHTTYPE_RECIPXX:
3098 VectorScale(color, (1.0f / 16.0f), color);
3101 case LIGHTTYPE_NONE:
3105 case LIGHTTYPE_MINUSXX:
3108 VectorAdd(origin, originhack, origin);
3110 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va("cubemaps/%i", skin) : NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3113 Mem_Free(entfiledata);
3117 void R_Shadow_SetCursorLocationForView(void)
3120 vec3_t dest, endpos;
3122 VectorMA(r_vieworigin, r_editlights_cursordistance.value, r_viewforward, dest);
3123 trace = CL_TraceBox(r_vieworigin, vec3_origin, vec3_origin, dest, true, NULL, SUPERCONTENTS_SOLID, false);
3124 if (trace.fraction < 1)
3126 dist = trace.fraction * r_editlights_cursordistance.value;
3127 push = r_editlights_cursorpushback.value;
3131 VectorMA(trace.endpos, push, r_viewforward, endpos);
3132 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
3136 VectorClear( endpos );
3138 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3139 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3140 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3143 void R_Shadow_UpdateWorldLightSelection(void)
3145 if (r_editlights.integer)
3147 R_Shadow_SetCursorLocationForView();
3148 R_Shadow_SelectLightInView();
3149 R_Shadow_DrawLightSprites();
3152 R_Shadow_SelectLight(NULL);
3155 void R_Shadow_EditLights_Clear_f(void)
3157 R_Shadow_ClearWorldLights();
3160 void R_Shadow_EditLights_Reload_f(void)
3162 if (!r_refdef.worldmodel)
3164 strlcpy(r_shadow_mapname, r_refdef.worldmodel->name, sizeof(r_shadow_mapname));
3165 R_Shadow_ClearWorldLights();
3166 R_Shadow_LoadWorldLights();
3167 if (r_shadow_worldlightchain == NULL)
3169 R_Shadow_LoadLightsFile();
3170 if (r_shadow_worldlightchain == NULL)
3171 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3175 void R_Shadow_EditLights_Save_f(void)
3177 if (!r_refdef.worldmodel)
3179 R_Shadow_SaveWorldLights();
3182 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
3184 R_Shadow_ClearWorldLights();
3185 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3188 void R_Shadow_EditLights_ImportLightsFile_f(void)
3190 R_Shadow_ClearWorldLights();
3191 R_Shadow_LoadLightsFile();
3194 void R_Shadow_EditLights_Spawn_f(void)
3197 if (!r_editlights.integer)
3199 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3202 if (Cmd_Argc() != 1)
3204 Con_Print("r_editlights_spawn does not take parameters\n");
3207 color[0] = color[1] = color[2] = 1;
3208 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3211 void R_Shadow_EditLights_Edit_f(void)
3213 vec3_t origin, angles, color;
3214 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
3215 int style, shadows, flags, normalmode, realtimemode;
3216 char cubemapname[MAX_INPUTLINE];
3217 if (!r_editlights.integer)
3219 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3222 if (!r_shadow_selectedlight)
3224 Con_Print("No selected light.\n");
3227 VectorCopy(r_shadow_selectedlight->origin, origin);
3228 VectorCopy(r_shadow_selectedlight->angles, angles);
3229 VectorCopy(r_shadow_selectedlight->color, color);
3230 radius = r_shadow_selectedlight->radius;
3231 style = r_shadow_selectedlight->style;
3232 if (r_shadow_selectedlight->cubemapname)
3233 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
3236 shadows = r_shadow_selectedlight->shadow;
3237 corona = r_shadow_selectedlight->corona;
3238 coronasizescale = r_shadow_selectedlight->coronasizescale;
3239 ambientscale = r_shadow_selectedlight->ambientscale;
3240 diffusescale = r_shadow_selectedlight->diffusescale;
3241 specularscale = r_shadow_selectedlight->specularscale;
3242 flags = r_shadow_selectedlight->flags;
3243 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
3244 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
3245 if (!strcmp(Cmd_Argv(1), "origin"))
3247 if (Cmd_Argc() != 5)
3249 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3252 origin[0] = atof(Cmd_Argv(2));
3253 origin[1] = atof(Cmd_Argv(3));
3254 origin[2] = atof(Cmd_Argv(4));
3256 else if (!strcmp(Cmd_Argv(1), "originx"))
3258 if (Cmd_Argc() != 3)
3260 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3263 origin[0] = atof(Cmd_Argv(2));
3265 else if (!strcmp(Cmd_Argv(1), "originy"))
3267 if (Cmd_Argc() != 3)
3269 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3272 origin[1] = atof(Cmd_Argv(2));
3274 else if (!strcmp(Cmd_Argv(1), "originz"))
3276 if (Cmd_Argc() != 3)
3278 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3281 origin[2] = atof(Cmd_Argv(2));
3283 else if (!strcmp(Cmd_Argv(1), "move"))
3285 if (Cmd_Argc() != 5)
3287 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3290 origin[0] += atof(Cmd_Argv(2));
3291 origin[1] += atof(Cmd_Argv(3));
3292 origin[2] += atof(Cmd_Argv(4));
3294 else if (!strcmp(Cmd_Argv(1), "movex"))
3296 if (Cmd_Argc() != 3)
3298 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3301 origin[0] += atof(Cmd_Argv(2));
3303 else if (!strcmp(Cmd_Argv(1), "movey"))
3305 if (Cmd_Argc() != 3)
3307 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3310 origin[1] += atof(Cmd_Argv(2));
3312 else if (!strcmp(Cmd_Argv(1), "movez"))
3314 if (Cmd_Argc() != 3)
3316 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3319 origin[2] += atof(Cmd_Argv(2));
3321 else if (!strcmp(Cmd_Argv(1), "angles"))
3323 if (Cmd_Argc() != 5)
3325 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3328 angles[0] = atof(Cmd_Argv(2));
3329 angles[1] = atof(Cmd_Argv(3));
3330 angles[2] = atof(Cmd_Argv(4));
3332 else if (!strcmp(Cmd_Argv(1), "anglesx"))
3334 if (Cmd_Argc() != 3)
3336 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3339 angles[0] = atof(Cmd_Argv(2));
3341 else if (!strcmp(Cmd_Argv(1), "anglesy"))
3343 if (Cmd_Argc() != 3)
3345 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3348 angles[1] = atof(Cmd_Argv(2));
3350 else if (!strcmp(Cmd_Argv(1), "anglesz"))
3352 if (Cmd_Argc() != 3)
3354 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3357 angles[2] = atof(Cmd_Argv(2));
3359 else if (!strcmp(Cmd_Argv(1), "color"))
3361 if (Cmd_Argc() != 5)
3363 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
3366 color[0] = atof(Cmd_Argv(2));
3367 color[1] = atof(Cmd_Argv(3));
3368 color[2] = atof(Cmd_Argv(4));
3370 else if (!strcmp(Cmd_Argv(1), "radius"))
3372 if (Cmd_Argc() != 3)
3374 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3377 radius = atof(Cmd_Argv(2));
3379 else if (!strcmp(Cmd_Argv(1), "colorscale"))
3381 if (Cmd_Argc() == 3)
3383 double scale = atof(Cmd_Argv(2));
3390 if (Cmd_Argc() != 5)
3392 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
3395 color[0] *= atof(Cmd_Argv(2));
3396 color[1] *= atof(Cmd_Argv(3));
3397 color[2] *= atof(Cmd_Argv(4));
3400 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
3402 if (Cmd_Argc() != 3)
3404 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3407 radius *= atof(Cmd_Argv(2));
3409 else if (!strcmp(Cmd_Argv(1), "style"))
3411 if (Cmd_Argc() != 3)
3413 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3416 style = atoi(Cmd_Argv(2));
3418 else if (!strcmp(Cmd_Argv(1), "cubemap"))
3422 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3425 if (Cmd_Argc() == 3)
3426 strcpy(cubemapname, Cmd_Argv(2));
3430 else if (!strcmp(Cmd_Argv(1), "shadows"))
3432 if (Cmd_Argc() != 3)
3434 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3437 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3439 else if (!strcmp(Cmd_Argv(1), "corona"))
3441 if (Cmd_Argc() != 3)
3443 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3446 corona = atof(Cmd_Argv(2));
3448 else if (!strcmp(Cmd_Argv(1), "coronasize"))
3450 if (Cmd_Argc() != 3)
3452 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3455 coronasizescale = atof(Cmd_Argv(2));
3457 else if (!strcmp(Cmd_Argv(1), "ambient"))
3459 if (Cmd_Argc() != 3)
3461 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3464 ambientscale = atof(Cmd_Argv(2));
3466 else if (!strcmp(Cmd_Argv(1), "diffuse"))
3468 if (Cmd_Argc() != 3)
3470 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3473 diffusescale = atof(Cmd_Argv(2));
3475 else if (!strcmp(Cmd_Argv(1), "specular"))
3477 if (Cmd_Argc() != 3)
3479 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3482 specularscale = atof(Cmd_Argv(2));
3484 else if (!strcmp(Cmd_Argv(1), "normalmode"))
3486 if (Cmd_Argc() != 3)
3488 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3491 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3493 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
3495 if (Cmd_Argc() != 3)
3497 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3500 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3504 Con_Print("usage: r_editlights_edit [property] [value]\n");
3505 Con_Print("Selected light's properties:\n");
3506 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
3507 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
3508 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
3509 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
3510 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
3511 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
3512 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
3513 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
3514 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
3515 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
3516 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
3517 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
3518 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
3519 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
3522 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
3523 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
3526 void R_Shadow_EditLights_EditAll_f(void)
3530 if (!r_editlights.integer)
3532 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
3536 for (light = r_shadow_worldlightchain;light;light = light->next)
3538 R_Shadow_SelectLight(light);
3539 R_Shadow_EditLights_Edit_f();
3543 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
3545 int lightnumber, lightcount;
3549 if (!r_editlights.integer)
3555 for (lightcount = 0, light = r_shadow_worldlightchain;light;lightcount++, light = light->next)
3556 if (light == r_shadow_selectedlight)
3557 lightnumber = lightcount;
3558 sprintf(temp, "Cursor %f %f %f Total Lights %i", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2], lightcount);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3559 if (r_shadow_selectedlight == NULL)
3561 sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3562 sprintf(temp, "Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3563 sprintf(temp, "Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3564 sprintf(temp, "Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3565 sprintf(temp, "Radius : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3566 sprintf(temp, "Corona : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3567 sprintf(temp, "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3568 sprintf(temp, "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3569 sprintf(temp, "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3570 sprintf(temp, "CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3571 sprintf(temp, "Ambient : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3572 sprintf(temp, "Diffuse : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3573 sprintf(temp, "Specular : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3574 sprintf(temp, "NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3575 sprintf(temp, "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3578 void R_Shadow_EditLights_ToggleShadow_f(void)
3580 if (!r_editlights.integer)
3582 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3585 if (!r_shadow_selectedlight)
3587 Con_Print("No selected light.\n");
3590 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, r_shadow_selectedlight->corona, r_shadow_selectedlight->style, !r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags);
3593 void R_Shadow_EditLights_ToggleCorona_f(void)
3595 if (!r_editlights.integer)
3597 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3600 if (!r_shadow_selectedlight)
3602 Con_Print("No selected light.\n");
3605 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, !r_shadow_selectedlight->corona, r_shadow_selectedlight->style, r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags);
3608 void R_Shadow_EditLights_Remove_f(void)
3610 if (!r_editlights.integer)
3612 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
3615 if (!r_shadow_selectedlight)
3617 Con_Print("No selected light.\n");
3620 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
3621 r_shadow_selectedlight = NULL;
3624 void R_Shadow_EditLights_Help_f(void)
3627 "Documentation on r_editlights system:\n"
3629 "r_editlights : enable/disable editing mode\n"
3630 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
3631 "r_editlights_cursorpushback : push back cursor this far from surface\n"
3632 "r_editlights_cursorpushoff : push cursor off surface this far\n"
3633 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
3634 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
3636 "r_editlights_help : this help\n"
3637 "r_editlights_clear : remove all lights\n"
3638 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
3639 "r_editlights_save : save to .rtlights file\n"
3640 "r_editlights_spawn : create a light with default settings\n"
3641 "r_editlights_edit command : edit selected light - more documentation below\n"
3642 "r_editlights_remove : remove selected light\n"
3643 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
3644 "r_editlights_importlightentitiesfrommap : reload light entities\n"
3645 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
3647 "origin x y z : set light location\n"
3648 "originx x: set x component of light location\n"
3649 "originy y: set y component of light location\n"
3650 "originz z: set z component of light location\n"
3651 "move x y z : adjust light location\n"
3652 "movex x: adjust x component of light location\n"
3653 "movey y: adjust y component of light location\n"
3654 "movez z: adjust z component of light location\n"
3655 "angles x y z : set light angles\n"
3656 "anglesx x: set x component of light angles\n"
3657 "anglesy y: set y component of light angles\n"
3658 "anglesz z: set z component of light angles\n"
3659 "color r g b : set color of light (can be brighter than 1 1 1)\n"
3660 "radius radius : set radius (size) of light\n"
3661 "colorscale grey : multiply color of light (1 does nothing)\n"
3662 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
3663 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
3664 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
3665 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
3666 "cubemap basename : set filter cubemap of light (not yet supported)\n"
3667 "shadows 1/0 : turn on/off shadows\n"
3668 "corona n : set corona intensity\n"
3669 "coronasize n : set corona size (0-1)\n"
3670 "ambient n : set ambient intensity (0-1)\n"
3671 "diffuse n : set diffuse intensity (0-1)\n"
3672 "specular n : set specular intensity (0-1)\n"
3673 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
3674 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
3675 "<nothing> : print light properties to console\n"
3679 void R_Shadow_EditLights_CopyInfo_f(void)
3681 if (!r_editlights.integer)
3683 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
3686 if (!r_shadow_selectedlight)
3688 Con_Print("No selected light.\n");
3691 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
3692 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
3693 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
3694 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
3695 if (r_shadow_selectedlight->cubemapname)
3696 strcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname);
3698 r_shadow_bufferlight.cubemapname[0] = 0;
3699 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
3700 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
3701 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
3702 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
3703 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
3704 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
3705 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
3708 void R_Shadow_EditLights_PasteInfo_f(void)
3710 if (!r_editlights.integer)
3712 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
3715 if (!r_shadow_selectedlight)
3717 Con_Print("No selected light.\n");
3720 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_bufferlight.angles, r_shadow_bufferlight.color, r_shadow_bufferlight.radius, r_shadow_bufferlight.corona, r_shadow_bufferlight.style, r_shadow_bufferlight.shadow, r_shadow_bufferlight.cubemapname, r_shadow_bufferlight.coronasizescale, r_shadow_bufferlight.ambientscale, r_shadow_bufferlight.diffusescale, r_shadow_bufferlight.specularscale, r_shadow_bufferlight.flags);
3723 void R_Shadow_EditLights_Init(void)
3725 Cvar_RegisterVariable(&r_editlights);
3726 Cvar_RegisterVariable(&r_editlights_cursordistance);
3727 Cvar_RegisterVariable(&r_editlights_cursorpushback);
3728 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
3729 Cvar_RegisterVariable(&r_editlights_cursorgrid);
3730 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
3731 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
3732 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
3733 Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f, "reloads rtlights file (or imports from .lights file or .ent file or the map itself)");
3734 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
3735 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
3736 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
3737 Cmd_AddCommand("r_editlights_editall", R_Shadow_EditLights_EditAll_f, "changes a property on ALL lights at once (tip: use radiusscale and colorscale to alter these properties)");
3738 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
3739 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
3740 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
3741 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
3742 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
3743 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
3744 Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f, "apply the stored properties onto the selected light (making it exactly identical except for origin)");